I've done what Grimwold suggested and it works now. To avoid XP lost I've tried to make freezing mine that would deal 0 damage and serve only as utility spell.Grimwold wrote:Yeah, not sure why it works for you and not others.crisman wrote: Ah, good advice! Still I don't understand why it works fine for me thought...
Did not notice killing a creature with a mine you don't get exp. That's a real problem, and I don't think I could solve it so easily... oh well, unless considering it the price for being a coward by using such sneaky tricks
Never tried with a charging ogre?? That was the original purpose I had in mind!
Even without XP, it's useful for reducing the monsters health. As long as the killing blow comes from a weapon or direct damage spell, the party will get XP.
I've added:
attackPower = 0,
damageType = "cold",
freezeChance = 90,
freezeDuration = 5,
But sadly it didn't work. Anyway if someone would be able to add freezing effect to mine spell it would solve EX problem. Unless it is solvable by other means without taking away damage - which would be of course much better.
EDIT:
For just a brief moment I though I come up with something clever about spell mines, but no, not really Actually not at all.
All this hammer thinking made me think about Spirit Hammer (and I'm not the only one: viewtopic.php?f=14&t=3683&start=10#p38341). That's why I was experimenting with JKos's Magic Missile spell and replacing arrow with translucent bluish ogre hammer. Then testing some things like speed and rotation by trying different numbers in different places I came up with below spell:
Code: Select all
defineSpell{
name = "skull_sentry",
uiName = "Skull Sentry",
skill = "fire_magic",
level = 2,
runes = "AH",
manaCost = 15,
onCast = function(champ, x, y, direction, skill)
local dx,dy = getForward(party.facing)
playSoundAt("skeleton_die",party.level,party.x,party.y)
shootProjectile('magic_missile', party.level, party.x+dx, party.y+dy, direction, 0, 0, 0, 0, 0, 0, skill*9, nil, true)
end
}
defineObject{
name = "skull_sentry",
class = "Item",
uiName = "Skull Sentry",
model = "assets/models/items/skull.fbx",
gfxIndex = 31,
attackPower = 1,
damageType = "fire",
particleEffect = "fireball",
stackable = false,
sharpProjectile = false,
projectileRotationSpeed = -3,
weight = 0.1,
}